Er... never mind on this.

The implementation I was looking at relied on binding and unbinding
buffers at paint time.

Oops,

-- 
Raul

On Sat, Feb 29, 2020 at 10:19 AM Raul Miller <rauldmil...@gmail.com> wrote:
>
> The code I was looking at freed the buffers during initialization (before any 
> paint operations). That might work better if there's no additional buffers 
> being created, but it's probably not ideal.
>
> Do you have anything like that in your code?
>
> Thanks,
>
> --
> Raul
>
> On Sat, Feb 29, 2020 at 12:41 AM Thomas McGuire <tmcguir...@gmail.com> wrote:
>>
>> I added your tetrahedron object data into my test file for shader.ijs. The 
>> goal was to get a tetrahedron and a cube up there rotating. What I got was 2 
>> badly formed tetrahedron rotating. I had thought from my reading that the 
>> shader should keep these entities distinct.
>>
>> I don’t know why I can’t keep the shapes distinct. I have a feeling the vbo 
>> buffer is not working the way I think it is. Or the kernel needs a different 
>> vertex/color variable for each object.
>>
>> I tried changing the definition of the tetrahedron a bit. I suspect that it 
>> has to do with the shuffling of the vertex data to create the faces. But I 
>> can’t come up with the right vertex ordering to make the faces line up either
>>
>> Tom McGuire
>>
>> > On Feb 28, 2020, at 2:09 PM, Brian Schott <schott.br...@gmail.com> wrote:
>> >
>> > Thomas,
>> >
>> > I agree with Bill that this is a great step forward in understanding how to
>> > use opengl.
>> >
>> > My main interest is in doing a turtle graphics app which enables multiple
>> > turtles to appear on the screen. In the previous version I had to keep
>> > track of the position and heading of each turtle for each of the user's
>> > moves.
>> > I am mostly thinking of your use of glu_Lookat to translate the turtle and
>> > rotate the turtle. I am toying with the idea of replacing the Eye in 
>> > glu_Lookat
>> > with the current turtle's heading. But I really need to think about this
>> > more and could use any ideas you have.
>> >
>> > Of course I am still struggling with painting the faces of the tetrahedrons
>> > as solid colors. They are my tentative turtles. I am now wondering if my
>> > problem is related to the use of four-element color vectors instead of
>> > three element. I have not found any description of how to set those things
>> > in the kernel as you seem to have done. And does this setting conflict with
>> > the attribute setting that I changed from 3 to 4?
>> > (B=)
>> >
>>
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